cover
Contact Name
Asep Syaputra
Contact Email
asepsyaputra840@gmail.com
Phone
+6282371860997
Journal Mail Official
asepsyaputra840@gmail.com
Editorial Address
Jln. Masik Siagim NO.75 Simpang Mbacang Kel. Karang Dalo
Location
Kota pagar alam,
Sumatera selatan
INDONESIA
Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer
ISSN : 23391871     EISSN : 27157369     DOI : https://doi.org/10.36050/betrik.v10i03
Core Subject : Science,
Besemah Teknologi Informasi dan Komputer (BETRIK) is a national journal published by Pusat Penelitian dan Pengabdian kepada Masyarakat (P3M), Institut Teknologi Pagar Alam (ITPA). This scientific work was published in 3 editions, with topics related to Computers, Technology, and Science. Topics related to this field can be information systems, informatics, computer science, IT business, IT Governance, enterprise architecture planning, software engineering, modeling and simulation, Data Mining, Artificial Neural Network, Digital Image Processing, Algorithm and Programming, Internet of Things (IoT), artificial intelligence, information security, social networking, cloud computing, science, engineering and related topics. The Scientific Journal BETRIK is a peer journal -National review dedicated to the exchange of high-quality research results in all aspects of education and teaching. This journal publishes the latest works in basic theory, experiments and simulations, as well as applications, with systematically proposed methods, adequate reviews of previous works, extended discussions and conclusions. As our commitment to the advancement of education and teaching, the BETRIK Journal follows an open access policy that allows published articles to be available online for free without subscribing.
Articles 108 Documents
SISTEM INFORMASI PELAYANAN ADMINISTRASI BERBASIS WEBSITE PADA LEMBAGA KURSUS DAN PELATIHAN (LKP) AMIKOM PALEMBANG Iin Seprina; Ririn Shintia Wati
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.157

Abstract

Abstract: Website-based information systems are developing rapidly at the moment, both in terms of promotion and administrative processing. LKP AMIKOM is a company that operates in the service sector by providing computer education and training courses. The administrative process for Course and Training Institutions (LKP) is important in the smooth implementation of training programs. Currently, the training registration process for prospective course participants is still manual by coming directly to the institution and then being given a registration form and prospective participants filling out the registration form completely. and recording training data in the AMIKOM LKP using the help of Microsoft Word and Microsoft Excel. However, in its use, several obstacles were still found, such as repetitive data input and AMIKOM LKP report data spread across various files. So that prospective training participants have difficulty registering for training programs and looking for information about the type of training that will take place and the information disseminated is also limited to people who are really looking for and need a training place or course. Therefore, a new system is needed to overcome this problem, which can help make it easier to register for training and can manage other training supporting data. The method used in making this application program is the Rapid Application Development (RAD) method which occurs into several phases or stages, namely the Requirements Planning stage, the System Design process stage, the development and feedback collection process stage and the Implementation stage. Using the PHP programming language and utilizing a database MYSQL as database server. With this system, it is hoped that it can be implemented by LKP AMIKOM so that it can help and improve the performance of staff, especially those who handle the computer course registration process and can make it easier for LKP AMIKOM to tidy up the storage of documents that are computerized and easy to access because they are web-based.
RANCANG BANGUN APLIKASI NILAI AKADEMIK SISWA BERBASIS WEB PADA SDN 98 PALEMBANG Winda Rosadi Gultom; Nita Rosa Damayanti
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.161

Abstract

As times progress, schools need to help improve the systems they implement, because computerized systems make it easier to process data. However, there are still many schools that still use manual methods such as SDN 98. Therefore, the data processing process takes quite a long time. The aim of this research is to design an application so that the resulting process is more efficient, fast and accurate to facilitate data processing operations and provide the latest information. This research uses a qualitative method with the waterfall system development method. With this application, it is hoped that it can help schools manage grades efficiently and effectively for good student grades. Research results have shown that the application of student academic scores can improve school quality and provide satisfaction to the community with the information provided.
ANALISIS TINGKAT KEPUASAN MAHASISWA TERHADAP E-LEARNING UNIVERSITAS MUHAMMADIYAH PALEMBANG DENGAN USABILITY TESTING Anisa Kardiana; Ilman Zuhri Yadi; Muhammad Ariandi
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.162

Abstract

E-Learning merupakan salah satu metode pembelajaran yang bisa diberikan oleh Universitas. E-learning diharapkan dapat memberikan layanan Pendidikan terbaik bagi mahasiswanya. Universitas Muhammadiyah Palembang merupakan salah satu Universitas yang memanfaatkan teknologi e-learning sejak tahun 2016 sebagai layanan akademik yang biasanya digunakan oleh mahasiswa dan juga dosen Universitas Muhammadiyah Palembang. Tujuan dibentuknya e-learning ini untuk memudahkan mahasiswa maupun dosen dalam membagikan materi pembelajaran buat mahasiswa dan bisa mengakses e-learning dari jarak jauh. Pada penelitian ini dilakukan menggunakan metode usability testing untuk mengukur tingkat kebergunaan e-learning dalam lima variabel. Penelitian ini juga di bantu dengan beberapa teknik yaitu wawancara, observasi, dan kuesioner yang dilakukan kepada pengguna e-learning UMP. Sebagai sasaran responden yang dilakukan dalam penelitian ini adalah mahasiswa Fakultas Ekonomi dan Bisnis sebanyak 95 responden, maka dapatlah hasil pengukuran akhir dari usability testing pada semua komponen hasil yang didapat yaitu 69%. Berdasarkan skala 61-80 berarti e-learning pada Universitas Muhammadiyah Palembang Puas digunakan oleh mahasiswa dan mahasiswi UMP.
KOMPARASI ALGORITMA K-MEANS DAN FARTHEST FIRST DALAM PENGELOMPOKKAN HASIL PRODUKSI TANGKAP IKAN Mayang Utami; Diana
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.164

Abstract

This research aims to group (clustering) fish catches using the k-means and farthest first algorithms. Therefore, this research can help provide information about what types of fish are superior, what types of fish produce the most and the least fish production, to make it easier for fishermen to prepare for the next fishing catch. Data taken from the Muara Enim district fisheries service. The Muara Enim district fisheries service has a fisheries service program, one of which is the capture fisheries development program where research is carried out on the type of fish production produced. As for the distribution of capture fisheries, the types of water areas are rivers, swamps and lakes. The cluster results from the k-means algorithm are C0 consisting of jelawat, sepat siam and lele, C1 consisting of baung putih, lais and betok, while C2 consists of mujair, toman, patin, seluang and gabus. Meanwhile, the farthest first algorithm C0 consists of mujair, toman, patin, seluang, gabus, and lele, C1 consists of jelawat and sepat siam, C2 consists of baung putih, lais, and betok. The results of production based on the number of production from the k-means method are that the highest production consists of jelawat, sepat siam and lele, medium consists of baung putih, lais and betok, and low consists of mujair, toman, patin, seluang and gabus, while the highest production farthest first algorithm consists of mujair, toman, patin, seluang, gabus, and lele, medium consists of jelawat and sepat siam, low consists of baung putih, lais, and betok. With an execution time for the k-means algorithm of 0.01 seconds and the farthest first algorithm of 0 seconds.
ANALISIS PENGARUH USER INTERFACE (UI) & USER EXPERIENCE (UX) PADA WEBSITE FASHION TERHADAP MINAT REPURCHASE PELANGGAN (STUDI KASUS: CHARLES & KEITH DAN PEDRO) Jecelyn; Muhamad Dody Firmansyah
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.165

Abstract

Fashion merupakan sebuah gaya atau sebuah cara untuk mengekspresikan diri melalui cara berpakaian untuk tampil lebih menarik terutama bagi seorang Wanita dalam berpenampilan yang menggunakan berbagai akseksoris terutama tas. Salah satu tas Brand dengan kualitas bagus dan harga terjangkau adalah Charles & Keith dan Pedro yang dikelolah oleh perusahaan yang sama dengan konsep yang sama. Oleh karena itu, penelitian ini dilakukan dengan tujuan utuk melakukan perbandingan mengenai pengaruh User Interface dan User Experience terhadap minat Repurchase pada website Charles & Keith dan Pedro. User Interface merupakan tampilan visual sebuah produk yang tampilannya dapat berupa warna, bentuk, serta tulisan yang didesain sesuai kebutuhan pengguna. User Experience (UX) merupakan suatu masukan, tanggapan, atau hal yang dirasakan dari seorang pengguna yang telah menggunakan suatu produk atau sistem layanan. Penelitian ini dilakukan dengan metode kuantittatif dengan penyebaran 2 kuesioner dan melakukan pengolahan data menggunakan SPSS Statistics 26. Hasil penelitian menyimpulkan bahwa User Interface dan User Experience berpengaruh terhadap minat Repurchase pelanggan namun tidak signifikan terutama pada website Charles & Keith.
PENGARUH EDUKASI PEMROGRAMAN JARAK JAUH BAHASA PYTHON PADA SIKAP EFIKASI KOTA BATAM Jesica; Hendi Sama
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.168

Abstract

In the era of information technology as it is today, everything can be learned, including learning programming languages. A novice programmer can self-learn by using specific websites that provide instructional materials, while also facing challenges related to where to code. Through this approach, beginners can gauge the extent of their knowledge in a particular language. The research aims to analyze the impact of programming language education websites on self-efficacy in Batam City. The researcher designed a website using the agile scrum method and conducted the analysis using quantitative research methods with random sampling techniques, collecting data from 384 respondents. The results obtained indicate that a higher level of self-efficacy corresponds to an increased understanding of programming. The importance of understanding programming in today's digital era not only aids beginners in developing their technical skills but also holds the potential to enhance their career opportunities in the continually evolving world of information technology industry.
PERANCANGAN SISTEM MANAGEMENT GUDANG BERBASIS WEB DENGAN EXTREME PROGRAMMING Mangapul Siahaan; Sudy
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.170

Abstract

Information technology has become very important in the dissemination and reception of information, especially through web-based media, in an era of increasingly advanced and modern technology. Both organizations and individuals need information technology to increase efficiency and effectiveness in various aspects of operations and services provided. Warehouse management has become essential for an effective supply chain in an increasingly competitive business world. Business operations are greatly influenced by warehouse management, which plays a vital role in the storage, management, and distribution of goods. Although web-based warehouse management systems allow real-time monitoring, the main problem is responding to frequently changing requirements. To overcome this problem, this research uses the Extreme Programming (XP) method, an approach that is highly responsive and suitable for constantly changing environments and unstable customer needs. The XP method enables close collaboration between warehouse owners, suppliers and developers, ensuring that the software developed is of high quality. This research found a web-based warehouse management application system that can help companies and MSMEs manage their warehouses better. Management of goods, suppliers, ordering goods, transactions, reports and products and several important features in this system. Blackbox testing methods have ensured that all features function properly, increasing confidence in the use of the system. This study helps us understand how information technology can help improve warehouse management in a dynamic and competitive business context. With the help of information technology and XP methods, warehouse management becomes more responsive, flexible and able to better meet customer requirements. This is an important step towards success in the rapidly evolving business world.
PENERIMAAN PROTOTIPE VIDEO GAME 3D RPG MENGGUNAKAN PERANGKAT LUNAK RPG DEVELOPER BAKIN Zulkarnain; Victor Franky
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.171

Abstract

Penelitian ini bertujuan untuk mengetahui penerimaan dari sebuah Video Game 3D RPG yang dikembangkan oleh pengembang lokal menggunakan bantuan perangkat lunak RPG Developer Bakin. Penelitian ini menggunakan metode Game Development Life Cycle (GDLC) sebagai landasan dasar pengembangan Video Game 3D RPG yang memiliki 6 tahap yaitu initation (Inisiasi), pre-production (Praproduksi), production (Produksi), testing (Pengujian), beta (Pengujian Beta), and release (Distribusi). Perangkat lunak RPG Develoer Bakin merupakan perangkat lunak yang baru dirilis, menjadikan penelitian ini cara unik untuk mengetahui penerimaan dari sebuah video game yang dikembangkan menggunakan perangkat lunak ini, membedakan penelitian yang terdahulu yang menggunakan perangkat lunak berbeda semisalnya RPG Maker MV. Penelitian ini juga betujuan untuk mengetahui apakah video game yang dikembangkan oleh pengembang lokal layak untuk dimainkan dan dikembangkan lebih lanjut, serta ingin mengambil kesempatan dalam potensi pengembangan Video Game 3D RPG dalam industri Pengembangan Game di Indonesia. Pengumpulan data akan menggunakan pendekatan metode kualitatif wawancara dan setelah itu data akan dikonversikan menjadi skala Likert, wawancara akan dilakukan kepada mahasiswa Universitas Internasional Batam sebanyak 30 orang yang aktif bermain video game, setelah mendapatkan data maka akan dihitung dengan skala Likert. Hasil pada penelitian ini menunjukkan tingkat penerimaan yang tinggi, dengan rata-rata penerimaan 97%.
ANALISIS PENGARUH ULASAN PRODUK SMARTPHONE TERHADAP NIAT PEMBELIAN: STUDI KASUS CHANNEL GADGETIN DAN JAGAT REVIEW Yefta Christian; Herman; Eric
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.172

Abstract

The increase in YouTube users and increasingly popular content creators or what we call influencers has opened up a lot of new potential in product marketing. Smartphone product review content on YouTube is one example of content that can influence consumers' purchasing intentions. This research aims to analyze the influence of smartphone product reviews on YouTube on purchase intentions in Indonesia. The research will be carried out using quantitative methods with case studies on the Gagetin channel and the Jagat Review channel. The data collection method will be carried out by distributing questionnaires in the form of a Google form to 183 respondents for each channel. The collected data was then analyzed using SPSS, Python code, and SEM AMOS. The research results show the same results between the Gadgetin channel and the Jagat Review channel, namely that smartphone product review content on YouTube has a significant influence on consumers' purchasing intentions. The effectiveness of product review content on YouTube will certainly provide new options, especially for new smartphone brand, in promoting their products.
PERANCANGAN BUKU FOTO TANAMAN HIAS SEBAGAI MEDIA PENGENALAN TERHADAP MINAT PEMBELI Surya Tjahyadi; Julyanto; Hendi Sama
JURNAL ILMIAH BETRIK Vol. 15 No. 01 APRIL (2024): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v15i01 APRIL.173

Abstract

donesia memiliki sumber daya alam yang melimpah. Potensi sumber daya ini bisa memberikan manfaat ekonomi bagi penduduknya. Namun, perlu diperhatikan beberapa faktor, seperti jenis media tanam yang digunakan. Dalam dunia pertanaman, belum ada buku cetak yang khusus membahas tanaman hias.Tanaman hias adalah tanaman yang memiliki keindahan dalam bentuk dan warna bunga serta dedaunan. Fotografi adalah seni dan praktik membuat gambar atau merekam momen dengan merekam cahaya pada media yang sesuai, seperti film fotografi atau sensor digital, yang ada dalam kamera. Tujuan dari penelitian ini adalah untuk mendalami metode menanam dan merawat tanaman serta memahaminya dengan lebih baik.Selain itu, ini juga dapat meningkatkan pemahaman masyarakat Batam tentang tanaman hias dan memberikan manfaat ekonomi bagi para penjual tanaman hias.Metode pengumpulan data yang digunakan dalam penelitian ini meliputi penelitian lapangan. Penelitian lapangan (Field Research) yaitu mengumpulkan data yang berupa fakta atau gejala lainnya di lapangan, antara lain: wawancara, kuesioner dan observasi. Selanjutnya data tersebut akan dijadikan landasan teori dalam penelitian ini.Buku foto tersebut membahas tentang perngertian tanaman hias, kriteria tanaman hias hingga cara menanam dan merawat tanaman hias. Gaya ilustrasi yang digunakan adalah Ilustrasi visual memiliki berfungsi untuk membantu memperjelas isi sebuah buku. Dalam buku informasi berbasis ilustrasi ini, dilakukan dari hasil foto dan di edit dengan Adobe Photoshop.Warna yang digunakan di buku informasi disesuaikan dengan warna asli dari tanaman. Untuk ilustrasi latar belakang akan menggunakan warna dengan kode #000000, #1A4B31, #1F2C1B, #C5D6A4, #5B7E63, dan #FFFFFF. dan tulisan Amsterdam One, Playfair Display, Lora, Raleway, dan Safira March.Indonesia memiliki sumber daya alam yang melimpah. Potensi sumber daya ini bisa memberikan manfaat ekonomi bagi penduduknya. Namun, perlu diperhatikan beberapa faktor, seperti jenis media tanam yang digunakan. Media tanam ini adalah tempat di mana tanaman tumbuh dan akarnya dapat menopang pertumbuhannya. Fotografi merupakan media gambar yang digunakan secara penangkapan cahaya. Untuk masyarakat lebih mengetahui tentang tanaman hias, peneliti merancang buku foto tanaman hias.

Page 9 of 11 | Total Record : 108